Reduce screen re-draw area for bridge middle signal updates
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@@ -1791,6 +1791,30 @@ static void DrawTunnelBridgeRampSignal(const TileInfo *ti)
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}
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}
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static void GetBridgeSignalXY(TileIndex tile, DiagDirection bridge_direction, uint &position, uint &x, uint &y)
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{
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bool side = (_settings_game.vehicle.road_side != 0) && _settings_game.construction.train_signal_side;
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static const Point SignalPositions[2][4] = {
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{ /* X X Y Y Signals on the left side */
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{11, 3}, { 4, 13}, { 3, 4}, {11, 13}
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}, {/* X X Y Y Signals on the right side */
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{11, 13}, { 4, 3}, {13, 4}, { 3, 11}
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}
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};
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switch (bridge_direction) {
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default: NOT_REACHED();
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case DIAGDIR_NE: position = 0; break;
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case DIAGDIR_SE: position = 2; break;
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case DIAGDIR_SW: position = 1; break;
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case DIAGDIR_NW: position = 3; break;
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}
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x = TileX(tile) * TILE_SIZE + SignalPositions[side][position].x;
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y = TileY(tile) * TILE_SIZE + SignalPositions[side][position].y;
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}
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/* Draws a signal on tunnel / bridge entrance tile. */
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static void DrawBridgeSignalOnMiddlePart(const TileInfo *ti, TileIndex bridge_start_tile, TileIndex bridge_end_tile, uint z)
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{
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@@ -1803,29 +1827,9 @@ static void DrawBridgeSignalOnMiddlePart(const TileInfo *ti, TileIndex bridge_st
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while (bridge_signal_position <= bridge_section) {
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bridge_signal_position += simulated_wormhole_signals;
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if (bridge_signal_position == bridge_section) {
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bool side = (_settings_game.vehicle.road_side != 0) && _settings_game.construction.train_signal_side;
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static const Point SignalPositions[2][4] = {
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{ /* X X Y Y Signals on the left side */
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{11, 3}, { 4, 13}, { 3, 4}, {11, 13}
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}, {/* X X Y Y Signals on the right side */
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{11, 13}, { 4, 3}, {13, 4}, { 3, 11}
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}
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};
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uint position;
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switch (GetTunnelBridgeDirection(bridge_start_tile)) {
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default: NOT_REACHED();
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case DIAGDIR_NE: position = 0; break;
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case DIAGDIR_SE: position = 2; break;
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case DIAGDIR_SW: position = 1; break;
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case DIAGDIR_NW: position = 3; break;
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}
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uint x = TileX(ti->tile) * TILE_SIZE + SignalPositions[side][position].x;
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uint y = TileY(ti->tile) * TILE_SIZE + SignalPositions[side][position].y;
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z += 5;
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uint position, x, y;
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GetBridgeSignalXY(ti->tile, GetTunnelBridgeDirection(bridge_start_tile), position, x, y);
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SignalVariant variant = IsTunnelBridgeSemaphore(bridge_start_tile) ? SIG_SEMAPHORE : SIG_ELECTRIC;
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SignalState state = GetBridgeEntranceSimulatedSignalState(bridge_start_tile, m2_position);
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@@ -1864,13 +1868,32 @@ static void DrawBridgeSignalOnMiddlePart(const TileInfo *ti, TileIndex bridge_st
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sprite.pal = PAL_NONE;
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}
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AddSortableSpriteToDraw(sprite.sprite, sprite.pal, x, y, 1, 1, TILE_HEIGHT, z, false, 0, 0, BB_Z_SEPARATOR);
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AddSortableSpriteToDraw(sprite.sprite, sprite.pal, x, y, 1, 1, TILE_HEIGHT, z + 5, false, 0, 0, BB_Z_SEPARATOR);
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break;
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}
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m2_position++;
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}
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}
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void MarkSingleBridgeSignalDirty(TileIndex tile, TileIndex bridge_start_tile)
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{
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if (_signal_sprite_oversized) {
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MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
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return;
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}
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uint position, x, y;
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GetBridgeSignalXY(tile, GetTunnelBridgeDirection(bridge_start_tile), position, x, y);
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Point pt = RemapCoords(x, y, GetBridgePixelHeight(bridge_start_tile) + 5 - BRIDGE_Z_START);
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MarkAllViewportsDirty(
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pt.x - SIGNAL_DIRTY_LEFT,
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pt.y - SIGNAL_DIRTY_TOP,
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pt.x + SIGNAL_DIRTY_RIGHT,
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pt.y + SIGNAL_DIRTY_BOTTOM,
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VMDF_NOT_MAP_MODE
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);
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}
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/**
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* Draws a tunnel of bridge tile.
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* For tunnels, this is rather simple, as you only need to draw the entrance.
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